Potion Polymorph (Sea Troll)
Transforms the character into a Sea Troll. The transformation from human(oid) to Sea Troll, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
Potion Polymorph (Shark)
Transforms the character into a shark. The transformation from human(oid) to shark, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
As a shark, the character can swim extremely well and breathe underwater.
Potion Polymorph (Triton)
Transforms the character into a triton, while polymorphed, the drinker may breathe underwater and incurs no penalties from being underwater. The transformation from human(oid) to triton, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
Potion Polymorph (Viper)
Transforms the character into a viper. The transformation from human(oid) to viper, or vice versa, is instantaneous. However, since drinking a potion requires a Standard Action, unless the character can drink this potion as a Free Action, the character may not attack the same round this potion is consumed. The effect lasts until the end of the room or until ended by the player–whichever comes first.
If the player chooses to revert into their original form before the end of the room,
Potion Pure Oasis Water
Heals 1 point of damage
Potion Quickberry Root
Adds +2 to Dexterity (thus adding +1 To Hit with ranged attacks, +1 to AC, and +1 to Reflex saving throws)
Potion Ravager Rum
The consumer heals 1 HP of damage and is cured of all charm effects, but is not inoculated against becoming charmed in the future.
When used to remove a charm effect, this potion must be administered by another (living) person whose only action that round is to force the charmed character to drink this potion. Charmed individuals do not get a saving throw to resist having the potion forcibly administered to them.
Potion Re-Pete Healing
Drinker heals a total of 8 HP: 4 HP immediately upon drinking this potion and another 4 at the beginning of the drinker’s next turn. The 2nd half of the healing requires no action on the part of the consumer, but the character must still be alive for the healing to go into effect.
Potion Revival Root
Restores a dead character to life–barely! The character is resurrected with only 1 HP. The resurrected character does not gain back any expended Spells or limited use Special Abilities. This potion must be used in the room where the death occurred.
This potion has no effect when consumed by a living character.
Potion Rue Extract
Removes the effects of paralysis
Potion Sacred Stump Water
Heals 1 HP of damage
Potion Sacred Wine
The consumer heals 5 HP of damage. Prior to quaffing this potion, if the quaffer took at least one point of damage from an Undead monster in this room, this potion heals an extra 4 points of damage.
Potion See Invisibility
Allows the character to see persons, monsters, or items that normally would be invisible to the naked eye. The effects last for the entire room.
Potion Selinwa's Kiss
Removes any existing side effects (e.g., paralysis, poison, curse, etc.) from Undead Touch Attacks. This potion does not prevent further Undead Touch Attack effects.
This potion does not restore HP.
Potion Seth's Spirits
Grants 3 points of Retribution Damage.
Retribution Damage: When a melee attack deals damage to a target possessing Retribution Damage (RD), the attacker takes damage equal to the target’s total RD. Ranged attacks, whether physical or magical, do not trigger RD. If an attack would have caused damage but is completely negated (e.g., Cloak of Shadowskin) or the attack’s damage is reduced to zero (e.g., melee damage reduction),
Potion Silver Swim
While under the influence of this potion, the character is immune to being Hindered while underwater.
This potion does not confer the ability to do any of the following while underwater: breathe, cast Spells, read (cast) scrolls, speak, use magic items that require a command word (e.g., wands)
Potion Siren Wine
The consumer heals 3 HP of damage and is cured of all charm effects, but is not inoculated against becoming charmed in the future.
When used to remove a charm effect, this potion must be administered by another (living) person whose only action that round is to force the charmed character to drink this potion. Charmed individuals do not get a saving throw to resist having the potion forcibly administered to them.
Potion Spiderfoot
Imbiber becomes immune to slips or falls, whether they were caused by mundane or magical effects
Potion St. Gubb's Grog
The consumer heals 3 HP of damage and is cured of the side-effects of Undead Touch Attacks (e.g., Paralysis, Poison, curse, etc.) This potion does not mitigate HP damage caused by Undead Touch Attacks.
Potion St. Raya's Remedy
Removes any existing side effects (e.g., paralysis, poison, curse, etc.) from Undead Touch Attacks. This potion does not prevent further Undead Touch Attack effects.
This potion does not restore HP.
Potion St. Wilton's Wine
The consumer heals 1 HP of damage.
Potion Sundrop
Drinker is immune to the side effects of all Undead Touch Attacks (e.g., paralysis, poison, curse, etc.) This immunity does not reduce HP damage taken (e.g., claw damage) nor does it negate anything from an Undead monster using weapon or spell attacks. This potion does not remove any effects that are affecting the drinker at the time this potion is consumed.
Potion Surtr's Strength
Adds +6 to Strength (thus adding +3 To Hit in Melee and +3 Damage with Melee and thrown weapons)
When this potion is consumed, the consumer suffers 4 points of Fire damage.
Potion Thor's Retort
Drinking this potion causes a powerful burp which deals 4 points of Sonic damage to all monsters. This damage is not subject to any kind of damage bonus the user may possess. The drinking & belching together require one Standard Action (for game purposes, they happen simultaneously)
This potion does not function in areas of magical silence.
Potion Thrall Ale
Heals 7 points of damage, but the consumer may not drink any other potions (healing or otherwise) for the rest of the room.
Imbibers of this potion are free to use elixirs, oils, salves, or other liquids/gels. But if the liquid/gel is a potion, it’s prohibited by Thrall Ale.
Potion Truefoil Extract
Heals 3 HP of damage and removes the effects of stun
Note: If used solely to remove stun, this potion must be administered by another (able-bodied) character.
Stunned: Victim drops whatever is in its hands; cannot attack, cast spells, or play bardsong; and suffers a -2 AC penalty.
Potion Vale Draught
Heals 6 HP of damage
Potion Verve Root
Imbiber heals 3 HP and is cured of nausea
Nauseated: Character is unable to attack, cast spells (including bardsong), or anything else requiring attention. A nauseated character may move and their AC is unaffected.
Potion Vigor Root
Heals 1 HP of damage
Potion Vipron Wine
Heals 3 points of damage
Potion Volva's Ale
Heals 6 HP of damage
No character may drink more than one Potion Volva’s Ale per room, but this does not prohibit you from drinking any other potion in the same room. (Assuming you have the tokens and the desire to do so, you may drink one Potion Volva’s Ale, one Potion Volva’s Beer, and one Potion Volva’s Brew in the same room.)
Potion Volva's Beer
Heals 4 HP of damage
No character may drink more than one Potion Volva’s Beer per room, but this does not prohibit you from drinking any other potion in the same room. (Assuming you have the tokens and the desire to do so, you may drink one Potion Volva’s Ale, one Potion Volva’s Beer, and one Potion Volva’s Brew in the same room.)
Potion Volva's Brew
Heals 2 HP of damage
No character may drink more than one Potion Volva’s Brew per room, but this does not prohibit you from drinking any other potion in the same room. (Assuming you have the tokens and the desire to do so, you may drink one Potion Volva’s Ale, one Potion Volva’s Beer, and one Potion Volva’s Brew in the same room.)
Potion Warm Spirits
The consumer heals 1 HP of damage and any existing Chilled status effects are removed. This potion does not prevent the consumer from becoming Chilled again.
Potion Water Breathing
Allows the imbiber to breathe normally underwater. The effect lasts for one entire room.
Potion Wolfsbane Extract
Allow the imbiber to immediately re-roll a failed saving throw vs. magical disease (including lycanthropy). Due to the toxic nature of the plant, the potion may only be used once per room.
Potion Yew Bark Extract
Adds +2 to Strength (thus adding +1 To Hit in melee and +1 Damage with melee and thrown weapons)
Potion Zealot Brew
Drinker gains +6 to Strength (thus adding +3 To Hit in melee and +3 Damage with melee and thrown weapons). This potion’s effect does not stack with any other Strength-boosting potions or scrolls, but does stack with Strength boosts from equipped items and Spells.
Pouch of Tulz
The organizational properties of this seemingly normal pouch allow the wearer to instantly retrieve one potion, oil, or salve (not one of each) in their possession and use that potion/oil/salve as a Free Action once per combat.
Powered Plate Mail
Adds +7 to AC and melee attacks made by the wearer deal +1 damage
Pressman's Club
non-magical weapon
Privateer Longcoat
Adds +3 to AC and cutlass damage inflicted on the wearer is reduced by 1 point per attack
Psyferre's Spectacles
Wearer may equip 1 additional Figurine of Power. This perk stacks with the ability to equip a second Figurine of Power from having at least 16 Charisma.
Pugio
non-magical weapon
Purifying Waterskin
This item is capable of holding up to a two quarts (half a gallon) of liquid.
Unclean water placed inside is instantly purified, but it cannot purify other liquids.
Quarter Staff
non-magical weapon
Quartz Jewel Bearing
Equivalent to 20 GP
Counts as a “gem” for all purposes
Gold Piece or GP equivalent tokens may be hoarded as treasure, traded with other adventurers (big-time token collectors may be especially interested in GP), exchanged for NPC services outside of the adventure, used as currency to bid on items in the True Dungeon auction, or exchanged for transmuted tokens on http://www.truedungeon.com/transmuted . On very rare occasions, certain NPCs within the adventure may be influenced by the offering of riches.
Questor's Charm of Luck
Adds +1 to all saving throws and the player is allowed to re-roll any saving throw result of 1. If two consecutive 1’s are rolled (for a single saving throw), the save fails. This is an “always on” power.
The re-roll a 1 power can be invoked multiple times per room–but any given saving throw result of 1 may only be re-rolled once. E.g., on round one, you roll a 1 for a Will save.
Quickhill (Lore)
In 2010, one lore token was included in each pack of 10 tokens. Lore tokens encouraged collectors to log on to www.truedungeon.com and discover special hints about that year’s adventure as well as the formulas for that year’s Combo tokens.
Each Lore token had a copper back to distinguish it from the standard gold-backed tokens in a pack and was numbered 1-40. This token was #28.
Quicksilver
Monster Trophy tokens can only be found in the random treasure generators found at the end of an adventure. Each represents either a portion of a creature, statuary, flora, or raw materials (e.g., metals or minerals) found within a True Dungeon adventure.
Monster Trophy tokens have black lettering and gold backs (or brown lettering on wood in 2006). They are primarily used to make Combo/Transmuted tokens and are often highly-prized by token collectors.
Quicksilver Charm
Adds +1 to Dexterity (thus, depending on prior Dexterity score, either 0/+1 To Hit with ranged attacks, either 0/+1 to AC, and either 0/+1 to Reflex saving throws)
Quiver of Anointment
Allows the application of a magical weapon-based oil (oil only, not any other fluid) to a single projectile-launching weapon as a Free Action. It cannot be used in conjunction with thrown, compound, or melee weapons. Projectile-launchers include bows, crossbows, slings, “blunder” guns, as well as any kind of weapon that shoots/flings/launches ammunition.
Quiver of Boosting
Anytime the player successfully uses any kind of HP damage inflicting ammunition token (not just arrows) to augment a missile attack, that attack deals +2 Damage.
Quiver of the Elements
Wearer may change the damage type of any ammunition token they use to deal either Cold, Fire, or Shock. The change in damage type must be declared when turning in the ammo token, before sliding the weapon token.
Rabbit Runestone
Adds +1 to Reflex saving throws
Runestones are single use items that are turned in to the coach prior to starting an adventure. The effects are added to your overall stats. One runestone may be used per adventure.
Radtketown (Lore)
In 2010, one lore token was included in each pack of 10 tokens. Lore tokens encouraged collectors to log on to www.truedungeon.com and discover special hints about that year’s adventure as well as the formulas for that year’s Combo tokens.
Each Lore token had a copper back to distinguish it from the standard gold-backed tokens in a pack and was numbered 1-40. This token was #29.
Raging Gloves of Horus
While in rage, the wearer gains +1 To Hit with all attacks
Raider's Belt
Wearer deals +1 Damage when wielding an axe (any weapon with the word “Axe” in its title)
Raider's Cloak
Adds +1 to Will saving throws
Raider's Gloves
Wearer gains +1 To Hit when wielding an axe (any weapon with the word “Axe” in its title)
Raider's Helm
Adds +1 to AC and suffer -1 to Will saving throws
Raider's Robe
Adds +1 to AC
Raider's Shirt
Adds +1 to maximum HP
Ralson's Pendant of the Elder Yew
This item grants following:
- +5 to Constitution (thus, depending on prior Constitution score, either +2/+3 to Fortitude saving throws and either +2/+3 to max HP per character level)
- Ranged attacks deal +9 Damage
- Twice per game, the ranger may cast any kind of scroll
- The ability to summon animal friends
Ram Totem Armor
Adds +4 to AC and grants immunity to stun
Raphiel's Sneaky Necklace
The wearer’s sneak attacks can critically hit on a natural 17-20* as long as the target is capable of being critically hit–whether naturally or via a token that overcomes crit immunities.
The wearer can always sneak attack without the standard one round of prep. In addition, once per room, the wearer can sneak attack the same monster a second time. (Neither sneak attack attempt requires a prep round.) If there is more than one monster in the room,
Ratcheted Gear
One of 40 tinkering components used to make a special Legendary token
Ravager Armor
Adds +4 to AC and all the wearer’s melee attacks deal +1 Damage
Ravager Axe
non-magical melee Slashing weapon
Ravager Cudgel
non-magical melee Blunt weapon
Ravager Grim Axe
non-magical melee Slashing weapon
Ravager Hide Armor
Adds +5 to AC
Ravager Large Shield
Adds +3 to AC
Ravager Pendant
Adds +2 to max HP
Ravager Shield
Adds +2 to AC
Ravager Swatter
non-magical melee Blunt weapon
Ravager Sword
non-magical melee Slashing weapon
Ravager Vest
Adds +2 to AC and all the wearer’s axe attacks deal +1 Damage
Ray's Ring of Remembrance
When the wearer takes damage from incorrectly guessing the solution to a puzzle, as long as the damage type is not Eldritch, the damage is reduced by 50%. Round down any fractions. E.g., if the puzzle would have dealt 3 damage without this ring, the net damage taken with this ring is 1.
This ring does not mitigate Push damage–not even in puzzle rooms.
Push: The damage every party member suffers when the room’s challenge(s) is not overcome within the allotted time.
Reaper's Pick
non-magical weapon
Reckless Shield
Adds +3 to AC, but you suffer +1 Damage every time you’re hit with a Melee attack.
The damage effect caused by this item is not Retribution Damage. Tokens that mitigate Retribution Damage (e.g., Shirt of Shielding [2013] or Bulwark Runestone) cannot reduce the damage taken courtesy of Reckless Shield’s side effect.
Red Bifrost Charm
Damage scrolls (not Spells cast from the character card or miscellaneous magic items) cast by the wearer deal +2 damage as Fire
Red Ridder
This weapon deals an additional +5 damage when used to score a hit against Marauders.
If the eye icon is closest to the damage dot after any successful slide, the player must remove any Eye slot items for the remainder of the adventure.
Redoubt Helm
Adds +4 to AC and suffer -2 to Will saving throws
Redoubt Mail
Adds +7 to AC and suffer -2 to Reflex saving throws
Redoubt Plate
Adds +10 to AC and suffer -2 to Reflex saving throws
Redoubt Shield
Adds +5 to AC and suffer -2 to Fortitude saving throws
Redstone
When used to make a successful missile attack (slid as weapon on the combat board), this alchemical weapon deals Fire damage. If the victim of the attack is Undead, the damage is doubled.
The attacking player need only slide a natural 15 or better to hit with this weapon.
Reinforced Leather
Adds +4 to AC
Reinforced Leather Armor
Adds +5 to AC
Don’t confuse this token with Reinforced Leather, they are not the same.
Relic Recipe Fragment 1
Collect all of the unique variations of this token to unlock a special transmuted recipe. The recipe requires one of each unique fragment.
Those not wishing to make the aforementioned recipe may use this token in place of any* 2019 Monster Trophy. Thus, it could be used as a “wild card” in a recipe that requires a 2019 Monster Trophy. E.g., if a recipe calls for a Blight Bud,
Relic Recipe Fragment 2
Collect all of the unique variations of this token to unlock a special transmuted recipe. The recipe requires one of each unique fragment.
Those not wishing to make the aforementioned recipe may use this token in place of any 2019 Monster Trophy. Thus, it could be used as a “wild card” in a recipe that requires a 2019 Monster Trophy. E.g., if a recipe calls for a Blight Bud,
Relic Recipe Fragment 3
Collect all of the unique variations of this token to unlock a special transmuted recipe. The recipe requires one of each unique fragment.
Those not wishing to make the aforementioned recipe may use this token in place of any 2019 Monster Trophy. Thus, it could be used as a “wild card” in a recipe that requires a 2019 Monster Trophy. E.g., if a recipe calls for a Blight Bud,
Relic Recipe Fragment 4
Collect all of the unique variations of this token to unlock a special transmuted recipe. The recipe requires one of each unique fragment.
Those not wishing to make the aforementioned recipe may use this token in place of any 2019 Monster Trophy. Thus, it could be used as a “wild card” in a recipe that requires a 2019 Monster Trophy. E.g., if a recipe calls for a Blight Bud,
Relic Recipe Fragment 5
Collect all of the unique variations of this token to unlock a special transmuted recipe. The recipe requires one of each unique fragment.
Those not wishing to make the aforementioned recipe may use this token in place of any 2019 Monster Trophy. Thus, it could be used as a “wild card” in a recipe that requires a 2019 Monster Trophy. E.g., if a recipe calls for a Blight Bud,
Relic Recipe Fragment 6
Collect all of the unique variations of this token to unlock a special transmuted recipe. The recipe requires one of each unique fragment.
Those not wishing to make the aforementioned recipe may use this token in place of any 2019 Monster Trophy. Thus, it could be used as a “wild card” in a recipe that requires a 2019 Monster Trophy. E.g., if a recipe calls for a Blight Bud,
Relsa's Ring of Supreme Focus
Adds +5 to Focus
Reveler Fate Card
The wearer takes -2 damage resulting from a monster attack.
This token must be turned in before its effect can be used. It can only be activated in the 2026 season.
Riftseed
When used to make a successful ranged combat attack (slid as weapon on the combat board), this alchemical weapon deals Darkrift damage to the monster. It is usable only once, whether the attack succeeds or misses.
Like all alchemical weapons, this item deals double damage if the attacker scores a “natural 20” on the attack slide and is affected by Ranged combat bonuses (hit and damage). But unlike thrown physical weapons (dagger, spear,
Ring Con Thank You
A token of appreciation celebrating Ring Con.



































































































